Shadowrun Africa

Clearing Out the Ghouls part 2
Alright FINE, I'll get in the cart.

Nomusa Iblis, Qualicus Bloodspiller, and Horza Kazmirov get a decent sense of where the ghoul nest is supposed to be by looking from the water tower. QB is concerned about the fire, which is starting to seriously spread and threatens the general populace. The valve to open the pipe is missing (and they don’t exactly have a hose to work with) so he decides to simply fell the thing with his mighty sledgehammer. HK quickly descends from the tower so as not to be in the pileup, and hides fearing their actions will be noticed. A couple of mighty blows start the thing to tipping, and a quick followup slice from NI cuts through one of the main legs.

Success! The tower is falling. Failure! It’s falling the wrong direction.

The mass of water spills down the steep street of the slums, annihilating many of the flimsy shacks, and doing absolutely nothing to the fire itself. Oh well, at least it’s a firebreak.

Thinking that news helicopters may be arriving shortly, the trio head to where they believe the nest to be. A row of shacks reveal some magical activity when assensed, and it’s clear that this is where the entrance to the nest is. HK gets up on the roof of a shanty across the alley to provide covering fire, and NI and QB get into position to take on the ghouls headfirst. Two ghouls are making their way up the hole, but are quickly cut down by a mix of flames and shotgun blasts by the two. They prepare to go down the hole.

HK notices a peculiar dust trail behind them, and turns her rifle outward to check it out. The cloud is being made by a technical (a light truck with a mounted machine gun) making its way up one of the wider avenues. Sensing that the Mountain Boyz could pose a threat to them on their way out, she informs her teammates that they’d be on their own for a bit as she deals with the technical. An amazing shot (a moving target through the thick, random cover of shanties) rips out the engine, stopping the vehicle. The Mountain Boyz get out to survey the damage, but it’s clear that they don’t know where the shot was fired from. One of the Boyz starts talking on a walkie, and HK knows that this should be her first target. She ends the conversation abruptly with a short and quiet bark from Zarathustra. Since the MG on the truck is the next biggest threat, she destroys it with a single shot. One of the Boyz starts firing an AK futilely in her direction, and her next bullet fells both him and the ganger behind him. The remaining three Boyz crouch behind the truck, hoping that it would keep them safe. Three quick, blind shots through the body of the truck itself put an end to their foolish dreams. The threat neutralized, HK quickly disassembles Zarathustra and leaves a geodot note that says “SIC SEMPER TYRANNIS.”

Meanwhile, NI and QB drop down the hole. The dim light from outside quickly gives out, and the pitch black renders QB’s low light vision useless. The two argue briefly about the possibility of using QB’s flamethrower as a light of some sort, but QB says that it’s absolutely impossible, and is not worth trying. He and NI head down a passage carved out to the right, with Nomusa leading the way. The tunnel opens into a fairly large room, with an exposed water pipe slowly dripping from a jury-rigged tap. NI can see a ghoul standing in the back of the room, gnawing on an arm. His sharp eyes notice another lying in ambush in a pile of trash. It looks like these buggers are at least somewhat intelligent. NI can hear sounds from another corridor, coming from behind them. QB attempts to shoot his flamethrower, but manages to squirt gel fuel all over the place and extinguish his pilot light. (“But still, where did the lighter fluid come from?”) NI injures the ghoul in the trash pile, and it starts running towards the party. Another ghoul leaps out of a different pile, and it and the chewing one also start running in. A shotgun blast from QB drops a ghoul and manages to ignite the fuel that had been sprayed all over, just in time to be able to see the two remaining ghouls closing in. NI heads back to deal with the ghouls coming from behind. QB kills the two ghouls with his sledgehammer, and NI takes out the three that are coming up from behind with his shotgun.

HK drops down the hole and joins the others. They three struggle around briefly in the dark, until NI finds a power generator. Dim lights illuminate the place, revealing a different scene from what was anticipated. Rails run down a long tunnel, and a pair of rudimentary carts are next to the rails. There is a makeshift living area that had been abandoned (presumably before the ghouls moved in). A search of the living area reveals a small datastick that had apparently been lost in the move. The unencrypted portion implies that there is some connection between the Mountain Boyz and a corp of some sort, and that the smuggling operations were to be put on hold so that these ghouls could prevent the Omnitech-DeBeers subsidiary from developing the area. The party decides to hold on to the stick to see if more information can be gained later.

The trio decide to head down the tunnel on a cart (after some hemming and hawing) fully expecting obvious trap. Their fears are unfounded, it turns out, and the terminus of the makeshift railway is approximately a mile south, well into one of the more middle-class areas of Capetown. A couple of pallets indicate that this was a fairly well-run loading area, confirming the underground smuggling operation theory. A peek around an L intersection reveals three ghouls (gnawing on some bones) and two cameras inside of a well-made basement facility. HK’s caution stays the party while she reassembles Zarathustra to take out the cameras. A dramatic diving shot does just that, with two incredible shots in the space of a heartbeat. The party charges the ghouls, and the ghouls do likewise. One of the ghouls is wearing body armor, and he shrugs off a mighty swing by QB. He’s cut down by NI, however, and in the ensuing fight two more ghouls show up. They are little match for the team, however, and they quickly dispatch the undead menace. The basement facility warrants some investigation, however.

The party sees an elevator door that has apparently been welded shut and reinforced. QB doesn’t even make a dent, and NI’s monofilament whip doesn’t seem to be well-suited to the task of opening the thing. Assensing doesn’t reveal much, as the elevator shaft seems to be astrally blocked, but there are a couple of powerful auras high above them. Clearly the building above them belongs to the corp that was involved in the smuggling, though they are still not entirely sure who it is. They decide to leave, reasoning that getting paid might be a better option than sticking around.

The team decides to try to use their commlinks (which get no reception this far underground) to try to triangulate the entrances to the ghoul nest, and they manage to get a reasonable result (considering the relatively limited technical skills of the group) giving them a decent search area should they decide to press the investigation. They all sneak out of the slums under cover of chaos and confusion, with helicopters dumping flame retardant on the shacks, and residents running around everywhere.

At home, HK edits the video that NI shot to clear out any indication of corp involvement. It’s best to keep the Johnson in the dark about his ultimate adversary for now. She does a decent job, but unfortunately is unable to get usable footage of two of the ghouls. 2000 nuyen is the price of caution, apparently.

NI and QB meet with a hacker friend of QB’s to get the encrypted info from the datastick. He’s a little bit weirded out by NI, and accidentally lets slip QB’s real name and some of his background info to NI. He takes the job, and contacts QB a couple of days later, saying that the danger of dealing with the data on the stick means that he’s going to have to charge 2000 nuyen for the job. (that really is the going rate for caution, it seems.) He promises that it’s worth it, though. QB agrees, and sets up a meet for after they get paid by the johnson.

The trio meets at the nightclub again (HK sneaking past everyone and freaking out the bouncer a little bit) and the waitress brings over the cube again, a little less friendly this time, knowing she won’t receive a tip since they aren’t paying for anything. The holographic image of the Johnson comes on, and they upload the evidence. He’s pleased with their work, saying that he’ll be promoted for it. (He’s really not very good at dealing with shadowrunners. What a rookie mistake, giving away personal information like that…) He tells them that his client (haha, yeah right) was disappointed by the public nature of the fire, and would have preferred it to have been done more quietly, but the circumstances ended up working out in his employer’s favor, so he will not be punitively reducing their pay or anything. In fact, he offers them whatever they want to eat or drink at the bar for an hour, saying he regrets not being able to give them a better bonus.

NI just orders water, and HK orders another glass of the magically-infused whiskey. He orders a shot for the waitress, too, and she’s considerably friendlier to the group. QB asks them if they have pork, but is disappointed to discover that they only have manufactured meat. (Growing up in an Iowa Orthodox Larp Community means that he’s been rather spoiled by real pork, an extremely pricey rarity in this part of the world.) He orders a beer instead, and grumbles about pork. (I mean, come on. Pork tae york. PORK TAE YORK.) HK inquires about the box that the Johnson used to communicate with them, but the waitress doesn’t really have any ideas, just suggesting that it’s a basic holoprojector.

The team enjoy their free meal and head home. QB pays his friend, who gives him the data on the stick. There’s a fairly well-kept log of the smuggled goods, and it’s clear that the Mountain Boyz were working with Shiawase to keep the smuggling operation going.

Wondering how to make best use of the information, the team await their next adventure.

Clearing Out the Ghouls part 1
I would like to meet your King.

I don’t have everyone’s names yet, if you could even throw up some really preliminary OP PC pages, that’d be fantastic.

Horza Kazmirov (as Hesperia Talkut), Nomusa Iblis, and Qualicus Bloodspiller (as Jeff Smith) have each been in Cape Town for a few months, attempting to get the lay of the land and to start making progress on their individual goals (and in the case of Jeff, quest). Things have been a bit slow, so when they each received word that there was an opportunity to make some money, they each were happy to do so. Their contacts informed them that a Mr. Johnson would be in touch with them at a fairly upscale nightclub in one of the ritzier parts of town, before the normal business hours. Not wanting to generate too much noise, they each left their weaponry and heavier armor at home, except for Jeff, who is never without his sledgehammer. They all took the city’s free public transit.

The bouncer at the club let HK, NI, and JS in as they arrived, looking at JS’s hammer with a mixture of amusement, disbelief, and silent mockery. Seeing as this was well before the profitable part of the evening would begin, he didn’t give him too much grief, provided that they would be clearing out before anyone remotely fashionable or interesting showed up. HK sat at the bar with a drink, scoping out the table until the others sat down. Joining them, stilted introductions were made among the three of them, and each in his or her own way attempted to discover more about the other astrally. It turns out that all three are adepts, though HK was the only one to get more detailed information, even noting a peculiar, unknown malady in NI that did not seem to be significantly impacting his health.

After a bit of small talk amongst them, a waitress brought over a small black cube and set it down on the table. A fuzzy trideo image of a nondescript matrix avatar greeted them, and was a bit puzzled that only three had shown up, but figured it would be worth continuing anyway. The Johnson offered them a job to clear out a nest of ghouls in the slums along the mountainside in Cape Town. He only hinted, but it was pretty obvious that he was representing a real estate firm that was keen on developing the area and turning it into a big mall. Perhaps this was his first rodeo, as most self-respecting Johnsons would not divulge so much information, much less involve the nightclub so thoroughly. At any rate, he said that there was a nest of ghouls that was causing some difficulty in securing the land for the endeavor, and was offering a bounty of 1000 Nuyen per head to clear them out. Video evidence from their commlinks would suffice, and he would meet them later in the week to pay them for the mission. He was able to tell them that the ghouls were probably mostly mindless, but that there were likely to be a couple of intelligent ones, too, based on what he knew. He was unable to give any more useful information, so he bought them a round of drinks. HK ordered the most expensive drink in the house (145 nuyen for a shot of magically infused whiskey), while NI only took pure filtered water.

The three discussed the plan for a bit, and decided to scout out the area later that evening, to try to get a good sense of what they would be up against. Besides, it was getting a bit late, and they were starting to get looks from the bouncer. They planned to meet up a half an hour later in the outskirts of the shantytown, after they went to their respective places and got their “work gear”. JS had a peculiar conversation with the cabdriver, who decided to turn the radio up before having to talk too much to the weirdo. Larpfolk are a different breed entirely.

Meeting up at one of the primary entrances to the slums, it was quickly apparent that the rough bamboo, scrounged cinderblock, and corrugated tin shacks grew up like mushrooms after a rain, and so the satellite map of Cape Town that their commlinks supplied, only about a year or so old, was woefully out of date. It was pretty obvious that the place was mostly devoid of working-age adults, as they saw mostly children and a few elderly women. Apparently the adults and teens were working in the city and would not be back for a while. The crew decided that it would be easiest to find information by talking to some of the elderly people, and so they went up to a random shack where an old woman was preparing some sort of meal.

Although her grasp of English was somewhat limited (she evidently more commonly spoke the creole English/Xhosa/Afrikaans language of the streets) a small bribe of 50 Nuyen was enough to convince her to get over her initial fear and tell them that there were dangerous men about (the Mountain Boyz, the local gang in the area) but that there were also even more dangerous things that would come out at night and often take some children, usually. She didn’t know the location of the ghouls, and thought that they might be further north, into the slums a bit more. She was very grateful for the money, and the assurances that the crew was there to help (JS considering it to be a quest of sorts, in his Larpfolk manner), and offered them some of her meal. The crew declined, however, noticing that the meal was exactly that: some sort of corn- or wheat-meal and water. They couldn’t afford flavors this month.

The crew decided to head deeper through the maze of shacks, all the while searching for signs of ghouls. Based upon NI’s knowledge of ghouls, it would be very hard to locate the nest without getting a better idea of where to look, however, and random assensing was not getting them very far.

As they walked along, they came across a more permanent-looking two-story building with a youngish boy out front. As they approached, he ran inside. It was apparently a Mountain Boyz place, with the boy a lookout of sorts. JS and NI decided to head in to get more information, with HK heading around back to provide support if necessary.

As JS and NI walked in, they saw about a dozen men sitting around, playing dominoes and drinking beer and whiskey. Every conversation stopped, and all eyes were on the newcomers. Some of the men clearly thought it was hilarious that these two would simply decide to walk in here, though most looked deadly serious, particularly with the gear that the two were carrying. Far more valuable than what the Mountain Boyz were wearing at the moment. JS walked up to the bar and asked for a bottle of water. The bartender laughed and said that it was a private club, but at the nod of one of the dominoes-playing men, handed him a bottle. As he drank it, he asked to speak with their king. The men laughed at this, but a large, tattooed man with an AK74 casually slung over his arm walked through the curtain to the back room, said that JS had a point, and that he liked the idea of being called their king. Before things had a chance to get ugly, JS and NI started asking about the ghouls, to see if they would help in clearing out the nest, and offering to pay them 100 nuyen per head. The Mountain Boyz boss told them that he wasn’t terribly fond of the idea, and that he liked having their western border protected from the other gangs. Besides, the gear that they were carrying was far more tempting, so it would probably be a good idea for them to just go ahead and give it to them right now. Several of the men stood up. JS got out his sledgehammer.

HK sneaked around the back of the building, her ruthenium polymer-coated clothing making her blend into the dingy twilight slums. A large makeshift corrugated tin fence cut off vision to the back, but a couple of crushed cars stacked up were an easy target to jump to from the roof of the building across the alley. Leaping across and stealthily making her way up to the back of the building, she was ready to burst in should trouble start. She’d been monitoring a feed that NI was giving her of what was happening, and decided that it was time to help out. Silently ducking inside the curtain, she completely surprised a man making his way to the front room with an automatic weapon. Her silenced ceramic submachinegun obliterated his head, and his body collapsed on the floor.

The noise of the body falling was followed immediately by the noise of the Mountain Boys leader’s face being smashed with the sledgehammer. He fell backwards, and NI cut him in two with his monofilament whip. Four Mountain Boyz stood up and started shooting handguns at the two men, mostly missing. NI got winged once, but didn’t even notice due to his high pain tolerance. JS decided it was time to end things once and for all, and sent out a gout of flame from his shotgun-mounted underbarrel flamethrower(!) starting the place on fire and burning one of the Boyz quite badly. One fled, and the others were quickly dispatched by barrages from NI and HK. That’s what they get for not wearing any armored clothing, I guess.

After killing everyone that didn’t run from the bar, the trio set about generally demolishing the place. HK thought about taking a bottle of whiskey, but it wasn’t very good stuff, so she grabbed the shoddy-looking sawed-off shotgun instead. Hey, a shotgun’s a shotgun. The others set about smashing and slicing the bottles behind the bar apart, to spread the fire (or for fun). They left the burning building, and decided to head towards the watertower for a better view of the west to try to get a bead on the ghoul nest. The inferno was spreading to the other buildings and people started running around, but it would all provide a decent cover for the crew’s next bloody activities.

Up Next: Making Ghoul-ash. (Double entendres are fun, particularly when flamethrowers are involved.)

Next time, we'll remember to bring more native guides.

(Apologies to those reading this for the rampant cultural insensitivity that is often shown. The reason is the setting, and the characters within, which necessitated such an unpleasant tone.)

The year is 1878. In the wilds of Rhodesia, Lt. Sebastian Smythe and his men, Sgt. Cooper and Pvt. Stanley are sent to investigate the difficulties that Col. Alain Shropshire has been having creating a bridge across a gorge. Delays, missing people, attacks on the laborers; dreadful business, really. The intrepid crew has seen much worse in Calcutta (if you remember it, then you weren’t there) and other exotic locales, so they have no worries about rousting out the rapscallions that are delaying Mother England’s mighty progress. Col. Shropshire advises them on the situation, and grants them a native guide, an electric torch, and a pair of binoculars to assist in the adventure. He also indicates that this assignment would mean an end to their military service, and a princely sum of 3000 pounds sterling to a man for completing the assignment. By G_d, the train must run soon, and navigating the mile or so out of the way of the gorge is preposterous. It just is not the British Way!

Lt. Smythe’s men decide that it would probably be a good idea to use the native guide as bait, drawing out the attackers who mostly come at night (mostly) and give them a dashed good showing with Sgt. Cooper’s Gatling & Co. brand Machine-Gun. Lt. Smythe initially plans to use a child, but Sgt. Cooper’s goodly Christian upbringing convinces him to persuade Lt. Smythe to use an adult. Using a child in such a manner just wouldn’t be cricket, as they say, heathen child or no. Lt. Smythe reluctantly agrees, and they set off in the early evening to the work site to investigate and possibly draw the dastardly fiends out. The native guide is not entirely keen on going to the gorge, but his fear is somewhat alleviated by some fine British tobacco and a nip from Pvt. Stanley’s flask. They head along the arrow-straight tracks to the gorge. Stanley is instructed to take point.

Descending by rickety rope ladder to the bottom of the gorge, they see the work to build a structural support for the bridge partially completed. Lt. Smythe’s sharp eyes discover a spattering of blood behind a crate containing some work equipment (including a stick of dynamite that is promptly given to Pvt. Stanley) indicating a struggle. Further investigation reveals a spearhead that has broken off, though Lt. Smythe’s knowledge of heathen civilizations does not reveal much other than it looks to be Zulu. Pvt. Stanley notices a pair of tracks further up the gorge nearing a cave, and it looks like one of the poor fellows who worked down here must have been dragged off. They go to investigate. Stanley is instructed to take point.

The native guide is increasingly agitated by being in the gorge and when is instructed to lead them into the cave, cries out in terror about “Dead men, evil men, evil place.” He scrambles up the rope ladder, but Pvt. Stanley’s quick reaction makes sure he does not get far. A little more liquid courage bolsters the native guide, and a pair of manacles and the point of Stanley’s bayonet makes sure. Stanley prods the guide on ahead.

A sudden movement near the mouth of the cave halts the party, and the native guide is asked to greet the mysterious stranger in his native tongue. Hearing no response, Lt. Smythe orders the man to go closer to investigate, and Stanley prods him through the ravine. The guide nervously makes his way towards the cave when he is leapt upon with savage ferocity by a lion, which fells the poor man with one swat of his giant paw. Stanley, quickly acting in fear for his life, fires his rifle at the beast, to only moderate effect. Sgt. Cooper quickly begins unlimbering his Gatling, and Lt. Smythe dashes behind a boulder, firing at the giant cat. The lion charges at Stanley, though its attack is thwarted by a deft and fortunate parry. Sgt. Cooper’s infernal machine spits death at the mighty creature, but still it comes. Fortunately, Lt. Smythe’s steady pistol draws a bead and fells the beast, a scant few inches from mauling Pvt. Stanley. The three soldiers laugh at the fortune of slaying such a fine specimen, and decide that when the venture is complete and they go into business together, they will use the lion as a rug. The mystery is not solved yet, however, as they still must investigate the caves. The lure of great reward (and further trophies!) draws them into the cave. Stanley takes point.

Gnawed human remains indicates the den of the lion inside of the cave’s mouth. A further investigation reveals footprints that shows a deepening of the cave, and a deepening of the mystery. What nature of man would walk unmolested through the cave of a lion? The three intrepid adventurers press on to discover what the cave holds. As they progress further inward, the air gets colder and more damp, and it is clear that they are descending. The rough cave eventually gives way to manmade walls. The hallway leads out into a large underground opening, with pillars carved with bizarre pictograms. Lt. Smythe’s knowledge of ancient and heathen languages indicates that they are representations in both Zulu and in what appears to be ancient Egyptian, all depicting monstrous individuals and themes of blood and death. There are further scrawlings about the 4th age and the 6th age, though the true translation escapes Lt. Smythe. A large and disturbing altar is present in the back of this room, carved to represent some malicious devil. The possibilities are mind-boggling. Pvt. Stanley expresses in his Christian zeal a desire to destroy the idol with the dynamite, but Lt. Smythe considers the fact that this may be of great value to the archaeologists of the Empire, and that if the Queen desires, she could have this in her very bedroom. Besides, the relics would likely net them far greater more wealth than the 3000 pounds sterling. Regardless, the mystery is not yet solved, and the evildoers are not yet thwarted, so it would be wiser by far to continue until the deed is done. Of the two tunnels leading deeper down, Lt. Smythe sagely picks the one on his left. Stanley takes point.

The walls of the hallways are painted in frescoes depicting in more graphic detail monstrous creatures that are sitting on piles of skulls, with corpses all about and men and women bowing down before them. It is disturbing, to say the least, and Lt. Smythe is slightly shaken by the experience. Pressing onwards, the adventuresome trio discover a truly massive room with tents and cookfires actively roaring, roasting what appears to be human flesh. Four Zulu warriors stand by, wielding spears and shields, wearing fearsome warpaint. The men press the attack! Stanley flings a grenade behind three of them, killing one, though two still stand injured. Sgt. Cooper begins to set up his machine gun, while Lt. Smythe kills one with his pistol. The Zulu warriors throw their spears, gravely injuring Pvt. Stanley, who falls unconscious, whil Lt. Smythe and Sgt. Cooper are injured, too. A fusillade from Cooper’s Gatling makes short work of two of the warriors, and Lt. Smythe quickly dispatches the other. They are victorious!

A brief period of recuperation and some first aid revives the fallen Stanley, and the three set about destroying the heathen’s encampment. They discover some freshly-painted frescoes by the cookfires, depicting a giant dragon on what appears to be railroad tracks, and the warriors taking and killing some of the workers. Clearly these were the fiends that attacked Col. Shropshire’s encampment, and it is of great import that there are no more left. Cannibals and heathens are to be shown no mercy, and given no quarter. They finish destroying what was left of the warrior’s equipment, and decide to further examine the other tunnel before returning to the Colonel, assured of their victory.

The other tunnel reveals more frescoes, of a similarly macabre motif, and Pvt. Stanley is too shaken to take point. Sgt. Cooper decides that it would be best for him to set up his Gatling and then create some sort of diversion to draw any further opponents out, laying into them with a devastating volley from his weapon and those of his compatriots. He sneaks up to get a closer look at the next room, and frantically signals for Stanley to come up with another grenade. There is a congregation of evil in this room, with no warriors per se, but a large gathering of vile heathens praying in front of a priestess in shamanic garb. Stanley remains, once again, on point with the grenade, and Sgt. Cooper runs back to man his gun. As the bomb goes off, Cooper opens fire into the confused throng and Stanley dives out of the way. The bullets rip apart many of the worshipers, but an invisible barrier seems to be keeping out the majority of the attack! The heathens that are still alive laugh at the confused men, and Stanley heads back to rejoin his brothers in arms. As he is returning, a gaunt figure materializes out of the mist behind the lieutenant, and attacks! Stanley shoots the figure, but to little effect. He is fended off once and again, but a series of parries and dodges by the vile creature means he gets away with little damage, and savagely latches onto the lieutenant, biting into his neck. The beast’s bloody feast seems to revive him, and Cooper and Stanley enter the fray. Some blows are dealt, but now Stanley is bitten, too. The sergeant swivels his Gatling back around and calling out an oath to his beloved Jenny at home, tells his brothers to duck as he opens up with machine gun fire. The vile creature is dispatched, and rises no more.

Behind the barrier, the priestess and the surviving members of the heathen band are opening their wrists and feeding another one of the evil creatures that withstood so much damage. The rage that boils through the blood of the two bitten members of the party inspires a vicious attack, and Stanley runs up and thrusts his hand through the barrier, throwing the stick of dynamite into the crowd. It annihilates the heathens, as well as the creature. The day is saved!

The men are severely shaken by the attack, though their injuries seem superficial. Lt. Smythe and Stanley feel an odd tingling spreading from their bite marks throughout their bodies, and voices seem to be calling out to them. It is calling this place, this unholy cave…home. It is wholly unchristian, though they no longer care. Stanley discovers an ancient pictogram, suddenly readable to him, that state that there are two who dwell, but then there would be three. Those three would go on to terrorize the world at the time of The Awakening, when the 6th age comes into being. Smythe’s animal instincts view Cooper as food, and he tells the good sergeant that he has something to tell him. When Cooper leans in, Smythe viciously bites his neck!

Sgt. Cooper runs from the cave, wishing to tell the Colonel about this dreadful turn of events, but as he enters out into the night air, his desires turn from informing the Colonel and gathering a hunting party to slaying him and taking the workers to be their vassals.

The three Englishmen go back to the sleeping room in the caves, their vassals watching over them and feeding them blood until the time comes to awaken and terrorize the world.

Scholars of the British Empire note that there is an unusual section of railroad that is routed around a gorge in what was once Rhodesia, but there is no explanation as to why they simply did not build a bridge, like they had so many times before. It is a mystery that will perhaps never be solved.


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